Introduction
A Street Fighter title where Ken doesn't sit comfortably among the top tiers doesn't exist. EX2+ Ken has plastered gloves-- Easy confirms, huge damage, and unique disjointed normals. If you're learning EX2+ or just want to chill with a simpler character, Ken might be for you.
Previously, Ken was balanced with a Fireball/Uppercut philosophy: Ryu had the better fireball, and Ken had the better uppercut. In the EX series, this approach came to a head. Zoning in EX2+ looks fairly different from traditional Street Fighter: Pokes are huge, fireballs are slow, and there's plenty of options to counter projectiles. Ken naturally benefits from these system changes, and brawls his way to the top.
Movelist
Throws
Seoi Nage When close, b / f + MP / HP
Jigoku Guruma When close, b / f + MK / HK
Jigoku Fuusha In air, any direction but u + MP / HP
Special Moves
Hadou Ken qcf + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K
Tatsumaki S.K. (Kuuchuu) In air, qcb + K
Zenpou Tenshin qcb + P
Super Combos
Shouryuu Reppa qcf,d,df + P
Shinryuu Ken qcf,d,df + K, tap P / K / dir. rapidly
Shippuujinrai Kyaku qcb,qcb + K
Chuudan qcb + K during Shippuujinrai Kyaku
Meteor Combo
Kuzuryuu Reppa qcb,qcb + KKK, tap P / K / dir. rapidly
Combos
-EXCEL(s.LK > c.MK > s.HK > qcf + P > f,d,df + LP > qcb + LK > f,d,df + HP)
-Jump HP \/ c.MK XX qcb + HK \/ SC qcb,qcb + K (qcb + K), c.MP /\ Jump HP XX qcb + K
-Jump HK \/ c.MK XX qcb + HK SC qcf,qcf + K
-Jump HK \/ c.MK XX qcb + HK \/ SC qcb,qcb + K (qcb + K), qcf,qcf + P SC qcf,qcf + K
-Jump HK \/ c.MP > c.MK XX qcf + P XX qcf,qcf + P SC qcf,qcf + K
-Jump HK \/ c.MK XX qcf + P SC qcb,qcb + KKK
-Jump HP \/ c.MP > c.MK XX qcf + P SC qcf,qcf + P SC qcb,qcb + K (qcb + K), f,d,df + MP SC qcf,qcf + K
-Jump HK \/ c.MK XX qcb + HK SC qcb,qcb + KKK